Best Practices for Implementing Gamification LSCon18 Monica Cornetti
Session 211
Gamification is an important and powerful strategy for influencing and motivating people in the workplace. Unfortunately, many people think gamification means adding games to training, or letting employees “play” all day.
Using case studies from real-life programs such as Brown University, Amazon, Wyndham Properties, and more… you'll learn how and why Gamification works, in what context it’s most effective, and what the limits are to this approach of employee engagement training and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.
Sententia Gamification Strategy Design, a trademarked and proven process.
Over 2200 have taken our Level 1 Certification in gamification design for training, talent development, HR, and adult education.
Here is a small sample of work projects submitted at the conclusion of the program as a portfolio of evidence.
All work products are copyrighted and used here by permission. No part of this document or the related files may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher.
Gamification - Monica Cornetti Training Magazine Conference 2018Monica Cornetti
Creating Change with Gamification
Presented by Monica Cornetti at the Training Magazine Conference 2018
Gamification is an important and powerful strategy for influencing and motivating people in the workplace. Unfortunately, many people think gamification means adding games to training, or letting employees “play” all day.
Using case studies from real-life programs such as Brown University, Amazon, Wyndham Properties, and more… you'll learn how and why Gamification works, in what context it’s most effective, and what the limits are to this approach of employee engagement training and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.
Atlanta, GA
Gamification Design for Training and Talent DevelopmentMonica Cornetti
Monica Cornetti
Founder and CEO of Sententia Gamification
www.SententiaGames.com
An introduction to the Sententia Level 1 Gamification Apprentice Certification program for Training and Talent Development.
The ONLY Gamification Certification that earns you recertification* credits with HRCI, SHRM, and ATD.
This certification program takes you through the proven 5-step process of gamifiying a corporate training or adult learning program. By following the 5-step plan, you are essentially assured a successful outcome.
Learn more at: www.SententiaGames.com/certifications.html
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
Game the System A Proven Method to Level Up Your Training with Gamification 4...Monica Cornetti
Gamification can play a key role in how your organization trains employees when you learn how to think like a game designer.
This eBook introduces you to the Game the System™ Model of #Gamification Instructional Design - a Proven Method for implementing gamification in your training, talent development, and productivity initiatives.
Level 1: Define Business Objectives… The Fundamentals of Fun!
Level 2: It’s Story Time – Create an Epic Adventure
Level 3: Design Variety into Your Learning Activities
Level 4: Add the Game Design and Mechanics
Level 5: Tally up the Aesthetics so They Wanna Play!
Schedule a Workshop in your city or attend our next scheduled Regional Workshop. Find more information at http://www.sententiagames.com/certifications.html
HRCI, SHRM, and ATD Recertification Credits Available
Created by Monica Cornetti, CEO Sententia Gamification
www.monicacornetti.com
www.sententiagames.com
guru@sententiagames.com
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
A Sententia Gamification Design Tool
www.SententiaGames.com
What is a Learner Persona?
Learner Personas are a fictional representation of your targeted learners. They are based on real data about learner demographics and behavior, along with educated speculation about their personal histories, motivations, and concerns.
Learn More at www.SententiaGames.com
Monica Cornetti
CEO Sententia Gamification
guru@sententiagames.com
@monicacornetti
Emerging Learning and Development Models: Part OneSahil Parikh
Part one of ten in a series on emerging learning concepts from the areas of gamification and mlearning. In this post Dr. David Chandross discusses microlearning and intrinsic motivation.
Check us out at www.gameandtrain.com for more information and great content!
Sententia Gamification Strategy Design, a trademarked and proven process.
Over 2200 have taken our Level 1 Certification in gamification design for training, talent development, HR, and adult education.
Here is a small sample of work projects submitted at the conclusion of the program as a portfolio of evidence.
All work products are copyrighted and used here by permission. No part of this document or the related files may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher.
Gamification - Monica Cornetti Training Magazine Conference 2018Monica Cornetti
Creating Change with Gamification
Presented by Monica Cornetti at the Training Magazine Conference 2018
Gamification is an important and powerful strategy for influencing and motivating people in the workplace. Unfortunately, many people think gamification means adding games to training, or letting employees “play” all day.
Using case studies from real-life programs such as Brown University, Amazon, Wyndham Properties, and more… you'll learn how and why Gamification works, in what context it’s most effective, and what the limits are to this approach of employee engagement training and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.
Atlanta, GA
Gamification Design for Training and Talent DevelopmentMonica Cornetti
Monica Cornetti
Founder and CEO of Sententia Gamification
www.SententiaGames.com
An introduction to the Sententia Level 1 Gamification Apprentice Certification program for Training and Talent Development.
The ONLY Gamification Certification that earns you recertification* credits with HRCI, SHRM, and ATD.
This certification program takes you through the proven 5-step process of gamifiying a corporate training or adult learning program. By following the 5-step plan, you are essentially assured a successful outcome.
Learn more at: www.SententiaGames.com/certifications.html
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
Game the System A Proven Method to Level Up Your Training with Gamification 4...Monica Cornetti
Gamification can play a key role in how your organization trains employees when you learn how to think like a game designer.
This eBook introduces you to the Game the System™ Model of #Gamification Instructional Design - a Proven Method for implementing gamification in your training, talent development, and productivity initiatives.
Level 1: Define Business Objectives… The Fundamentals of Fun!
Level 2: It’s Story Time – Create an Epic Adventure
Level 3: Design Variety into Your Learning Activities
Level 4: Add the Game Design and Mechanics
Level 5: Tally up the Aesthetics so They Wanna Play!
Schedule a Workshop in your city or attend our next scheduled Regional Workshop. Find more information at http://www.sententiagames.com/certifications.html
HRCI, SHRM, and ATD Recertification Credits Available
Created by Monica Cornetti, CEO Sententia Gamification
www.monicacornetti.com
www.sententiagames.com
guru@sententiagames.com
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
A Sententia Gamification Design Tool
www.SententiaGames.com
What is a Learner Persona?
Learner Personas are a fictional representation of your targeted learners. They are based on real data about learner demographics and behavior, along with educated speculation about their personal histories, motivations, and concerns.
Learn More at www.SententiaGames.com
Monica Cornetti
CEO Sententia Gamification
guru@sententiagames.com
@monicacornetti
Emerging Learning and Development Models: Part OneSahil Parikh
Part one of ten in a series on emerging learning concepts from the areas of gamification and mlearning. In this post Dr. David Chandross discusses microlearning and intrinsic motivation.
Check us out at www.gameandtrain.com for more information and great content!
Gamification is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
Carole Bagley - Elements of Effective Instructional Learning Game DesignSeriousGamesAssoc
Carole Bagley, Univ. of St. Thomas
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
Game-based learning is a form of game play with specific learning outcomes; it is instructionally designed to provide a balance between subject matter that needs to be learned, playing games, and the capability of the learners to apply the knowledge and skills in the real world. Whether you’re rolling dice or racing against the clock, adding gamification elements to e-learning courses is a great way to keep learners focused and motivated.
This presentation will focus on:
Elements of Game Based Learning
Critical Aspects in Game Creation
Demonstration of three games: Who wants to be a Millionaire, Backward Basketball and Dusty the Dragon.
Practical experience and challenges with the creation and use of Games in Learning will occur. Participants will be asked to join in the discussion.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Preparing your Training Leads to Run Gamification ProgramsSeriousGamesAssoc
There’s a lot of buzz around gamification, and plenty of confusion about what it really means to gamify a corporate training or eLearning program. One thing is clear: It’s much more than just adding badges to your training. It’s about finding the right motivators for your audience and promoting the desired actions or skill sets without getting bogged down in meaningless measurements and mechanics.
Real-life programs from organizations such as Brown University, Amazon.com, Wyndham Properties and more, will reveal how and why Gamification works, in what context it is most effective, and what the limits are to this approach of employee engagement in corporate training and talent development.
Use gamification mechanics and motivators to generate needed change and enable your organizations to meet your business objectives. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design so that you can prepare your training leads to run their own gamification programs.
Lessons From The Explosive Growth of Online Learning During Covid-19VWO
COVID-19 has created unprecedented opportunities for online learning companies. Although traffic and new learner registrations have peaked during the lockdown, the only enduring competitive advantage for e-learning companies lies in being able to engage these learners in the long term.
Join VWO along with growth leaders at MasterClass & Springboard in a freewheeling conversation around what successful online learning companies must do to grow.
Making your content marketing efforts truly engaging may be easier than you think. Real-world examples and inspiration to add a little bit of playfulness to your content strategy. Easy wins and hacks to get started now.
Fetc 2015 Microsoft and Adobe industry certification magicMike Ploor
Presentation for FETC workshop where participants train for MOS certification in a two hour window. More information provided to extend to classroom and allow for college credit for these certifications.
Gamification is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
Carole Bagley - Elements of Effective Instructional Learning Game DesignSeriousGamesAssoc
Carole Bagley, Univ. of St. Thomas
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
Game-based learning is a form of game play with specific learning outcomes; it is instructionally designed to provide a balance between subject matter that needs to be learned, playing games, and the capability of the learners to apply the knowledge and skills in the real world. Whether you’re rolling dice or racing against the clock, adding gamification elements to e-learning courses is a great way to keep learners focused and motivated.
This presentation will focus on:
Elements of Game Based Learning
Critical Aspects in Game Creation
Demonstration of three games: Who wants to be a Millionaire, Backward Basketball and Dusty the Dragon.
Practical experience and challenges with the creation and use of Games in Learning will occur. Participants will be asked to join in the discussion.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Preparing your Training Leads to Run Gamification ProgramsSeriousGamesAssoc
There’s a lot of buzz around gamification, and plenty of confusion about what it really means to gamify a corporate training or eLearning program. One thing is clear: It’s much more than just adding badges to your training. It’s about finding the right motivators for your audience and promoting the desired actions or skill sets without getting bogged down in meaningless measurements and mechanics.
Real-life programs from organizations such as Brown University, Amazon.com, Wyndham Properties and more, will reveal how and why Gamification works, in what context it is most effective, and what the limits are to this approach of employee engagement in corporate training and talent development.
Use gamification mechanics and motivators to generate needed change and enable your organizations to meet your business objectives. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design so that you can prepare your training leads to run their own gamification programs.
Lessons From The Explosive Growth of Online Learning During Covid-19VWO
COVID-19 has created unprecedented opportunities for online learning companies. Although traffic and new learner registrations have peaked during the lockdown, the only enduring competitive advantage for e-learning companies lies in being able to engage these learners in the long term.
Join VWO along with growth leaders at MasterClass & Springboard in a freewheeling conversation around what successful online learning companies must do to grow.
Making your content marketing efforts truly engaging may be easier than you think. Real-world examples and inspiration to add a little bit of playfulness to your content strategy. Easy wins and hacks to get started now.
Fetc 2015 Microsoft and Adobe industry certification magicMike Ploor
Presentation for FETC workshop where participants train for MOS certification in a two hour window. More information provided to extend to classroom and allow for college credit for these certifications.
Mission:
- Be the Top of mind educational institution when it comes to high
quality private education
- Connect personally with our existing and new audience on Facebook and Instagram
- Heighten brand awareness of Sampoerna Schools System and generate interest and inquiries
1 ECON 3800 Group Research Report Guidelines .docxtarifarmarie
1
ECON 3800 Group Research Report
Guidelines
Marks: 20 %
Due: December 4, 2018, in class
A late submission is subject to a 25% deduction of the total marks per day.
Research Team: The research project should be undertaken by a research team of no
more than three students. The instructor will help if some students could not find
partners to form a research team. With the instructor’s permission, a research team may
consist of more than three students. In 2018, the focus of equity research is on Canadian
major grocery chains such as Loblaw, Metro, and Empire. As soon as the research team is
formed, each team should decide which grocery chain is to be studied and send this
information and the names and email addresses of the team members to [email protected]
no later than September 18, 2018.
The research team should plan its research activities and divide its workload fairly among
its members. It is advisable for each team to select a team leader who can coordinate
research activities that are scheduled weekly. Please write down those important
deadlines and organize research with reference to those important deadlines.
Research Aim: The research should provide the necessary information for a reasoned
investment decision with reference to a selected company. The basic aim of this research
is to evaluate whether the underlying business represents a good investment in the long
term (say three-year and beyond) and whether the stock price is fairly valued at this time
so that an investment recommendation (buy, hold, or sell) can be made.
Source of Information for Research: (1) hard copy or online annual reports of public
traded companies; (2) online statistics (finance.yaoo.com, www.globeinvestor.com,
moneycentral.msn.com, www.google.com, and other sites); (3) ABI database; (4) CBCA
database; (5) Thomson ONE database; (6) Mergent Online; (7) Marketline; (8)
http://www.sec.gov/edgar.shtml (Edgar, US Security and Exchange Commission Filing
System); and (9) http://www.sedar.com (Canadian version of Edgar). Dalhousie Library
also provides a special guide for this course at
https://dal.ca.libguides.com/economics/ECON3800FinancialEconomics
javascript:void(0);
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javascript:void(0);
mailto:[email protected]
file:///C:/Users/Xu/Documents/Teaching/Current/3800/Projects/finance.yahoo.com
http://www.globeinvestor.com/
file:///C:/Users/Xu/Documents/Teaching/Current/3800/Projects/moneycentral.msn.com
http://www.sec.gov/edgar.shtml
http://www.sedar.com/
2
Structure of Analysis: The research should include detailed analysis of
1. economic conditions;
2. sector and market structure;
3. products/services;
4. the corporation’s profile, management and business strategies, and relative
comparative advantages over its peers;
5. historical and financial information;
6. earnings forecast and firm value;
7. risk and potential problems; and
8. investment.
Epic's Tin Can expert Andrew Downes presented at the eLearning Network's event, 'LMSs and the Tin Can API', explaining the impact Tin Can has on learning design. This presentation covers how Tin Can influences the way we create e-learning and what we need to take into consideration when we use this new learning technology.
The Modern Digital Learning Landscape: 5 Tips To Engage Gen Z and Millennial ...Aggregage
If 2020 hasn’t radically changed your approach to your learning program, it’s time to get in the digital learning game or risk being left behind. But if you’re searching for current, new ways to engage people online and keep your business thriving, look to your youngest learners. In the next 5 years, Millennials will comprise 75% of the workforce, and Gen Z is right behind them. To future-proof your learning program, make sure your content is designed with these young professional learners in mind.
iDesignX 2017: Learner Engagement vs Learning Experience - Scenarios in eLear...Dr. Melissa A. Bordogna
These are the slides from the iDesignX 2017 conference held in Brisbane, Australia on Thursday 23, February. The mini masterclass was entitled: Engagement & Scenarios in eLearning Design
* Learner Engagement vs Learning Experience
* The Social Science of Motivation: a snapshot
* Elements of Effective Scenarios
* Food for Thought: Examples to Spur Creativity
This is long presentation about teaching methodology which should be taken up by colleges to meet requirement of industry and increase employbility of students as whole. Colleges and schools are loosing there relevance as temple of education , that needs to be brought back. Colleges are not placement agencies but Colleges have responsibilities of imparting education inlign with industry and academia should understand change in behavior of modern generation and should bring certain changes in itself to increase belief and faith of students in education.
Level the Playing Field for Employability Skills in Communities Using Adventure-Based Learning
Inclusive Excellence (IE) is the recognition that a community or institution's success is dependent on how well it values, engages and includes the rich diversity of students, staff, faculty, administrators, and alumni constituents.
Junell McCall, CWDP, M.S., M.Ed.
Associate Director, Office of Career Services
Learning Experience Designer, Trans-Disciplinary Data Scholars Development Program
Bethune-Cookman University
Raphael Isokpehi, Ph.D
Director, Trans-Disciplinary Data Scholars Development Program
Bethune-Cookman University
Gamification Presentation for National Speakers AssociationMonica Cornetti
Are you wondering – what is gamification – and why you should care? In this session created for several National Speakers Association Chapters in Texas, Monica Cornetti, rated as a #1 Gamification Guru in the World, you’ll learn how and why Gamification works and in what context it is most effective for your presentations. How can you get your audience to hook into your presentation, think about the cost of not doing what you recommend, and get them invested to take action?
The good news is that Gamification does NOT mean creating a game and expecting it to motivate people … it means taking the dynamics of games and using them in an authentic way to drive the behavior you want to get.
Top 3 audience takeaways geared toward the professional speaker:
1) Explore the potential of game dynamics to produce behavioral and attitudinal change
2) Experience first-hand how gamification design is used to create change
3) Approach gamification from a practical viewpoint for your presentations
You’ll be 100% engaged as you experience gamification. It’s like getting a gold star for a good job… only better.
Sententia LV1 Gamification Apprentice CertificationMonica Cornetti
Virtual program begins September 1, 2016.
In this 6-hour certification program you will use an L&D case study as you overlay the 5-step Game the System™ model for gamification learning design, gather data, and participate in problem-solving and assessment exercises.
http://go.sententiagames.com/level-1-certification
Sententia Gamification
www.SententiaGames.com
Monica Cornetti
Workshop Title and Description
ACCA
September 17, 2015
Gamification 101
Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in human resources, talent development, instructional design, and even employee engagement.
Humans like to play, and when there is play involved, we become clever and skillful learners. Add the word “challenge” to any activity, and watch people become intrigued.
As you define the mission, create an epic adventure, add a variety of scenarios for discovery and learning, build a game layer, and tie it all together with aesthetics and design – you’ll get first-hand experience of how gamification design is used to create change within organizations.
You’ll be 100% engaged as you experience gamification for talent development. It’s like getting a gold star for a good job… only better.
For more ideas on the power of gamification and the use of games in learning, get started with a Sententia Level 1 Gamification Certification - enrolling now for online certification.
About the Author: Monica Cornetti Founder and CEO, Sententia www.SententiaGames.com www.monicacornetti.com
A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You, writes The Gamification Report blog, and hosts the weekly Gamification Talk Radio program.
5 Proven Ways to Create Change with Gamification with Monica CornettiMonica Cornetti
It’s the End of the World as We Know It – 5 Proven Ways to Create Change with Gamification
Whether we like it or not, life is like a game with rules, challenges, and scores – so let’s take the advantage and make it FUN! Gamification captures measurement, behavior analysis, and engagement in ways that can provide a real-time understanding of performance, generate needed change, and enable organizations to meet their objectives.
New examples emerge daily of gamification innovation used to tackle challenging problems ranging from brand loyalty to employee engagement to quality life for patients with chronic illness. In fact, gamification may prove to be one of the most effective means for educating and creating real change in a broad area of applications.
Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in education, talent development, productivity, and even, quality of life.
Discover, like a game designer, how to create a fun, collaborative gamification experiences in which ‘players’ are interested in greater interaction and understanding of the ‘rules of the game.’
Sententia Gamification Certification and Audits with Monica CornettiMonica Cornetti
Sentential Level 1 Gamification Certification for Talent Development Professionals
There are trainers and there are TRUE TALENT DEVELOPERS...
Spend a day learning from the #1 rated Gamification Guru Monica Cornetti and become a better, higher-rated, and considerably more effective trainer, teacher, instructional designer, or human resource professional!
This is like no conference or workshop that you’ve ever been to before. The Sententia Gamification Certification LIVE is a complete immersion experience designed to leave you creatively inspired and technically masterful. You’ll leave exhausted and exhilarated. For those reasons, this certification is reserved for those who are truly committed to mastery.
The Sententia Gamification Certification is the premier standard in the world for recognition as a gamification specialist for Talent Development Professionals. Holding a Certified Gamification Professional credential serves as a visible acknowledgement of your demonstrated mastery of core gamification principles and skills essential to the best practice of talent development. Plus, Sententia is the ONLY Gamification Certification that earns you recertification credits with HRCI, SHRM, and ATD.
Whether you are a new or seasoned learning professional, this certification will help you to quickly and easily learn how to adapt a gamification strategy for your programs.
BUT… you do need to be prepared to come and play FULL OUT for the entire day to DRAMATICALLY IMPROVE your L&D results and SIGNIFICANTLY INCREASE your credibility and influence.
You’ll improve your confidence, make more convincing pitches to the C-team, and lead your colleagues and co-workers with an articulate vision.
For more on Sententia Certifications please visit www.sententiagames.com
For more on Monica Cornetti please visit www.monicacornetti.com
This script is from a webcast that I prepared for a Fortune 500 company earlier this year. Because of a prior booking, I was unable to be at their event live, so we decided on an interactive webcast. I added soft-core gamification elements to the webcast to demonstrate the power of even these simple techniques, and also to help keep the audience engaged with the information.
Annual Sales Meeting June, 2014
Webcast for Sales Directors and their teams
You can access the presentation Gamification 101: Are You Ready for the Gamers? at: http://www.slideshare.net/monicacornettientreprenow/monica-cornetti-gamification-101-2020-workforce-presentation-for-private-client
About The Presenter: A gamification keynote speaker and curriculum designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment.
Contact Monica for information about hiring her to work with your group and learn how to apply gamification strategies that produce measurable, value-added ROI to your employee or client engagement strategies. monica@monicacornetti.com
Connect with Monica (@monicacornetti) www.monicacornetti.com
HRSouthwest Conference 2014 - Game the System™ PlayshopMonica Cornetti
Play along on the Game the System™ game board as this hands-on playshop takes you through the 5-step process of gamifiying your company's training programs. Learn how to design and develop a gamified training and development project customized for your organization.
World Explorer Client Engagement Playshop - United AirlinesMonica Cornetti
Monica Cornetti - Gamification Speaker and Program Designer - Customer Engagement Training for United Airlines
This is a presentation Monica recently designed and delivered in a gamification playshop for a division of United Airlines. The group is working on customer engagement strategies and hired Monica to show them how to apply gamification to their sales and marketing mix.
Using her World Explorer - An Epic Adventure into the Ream of Gamification trademarked process, Monica led the group through a hands-on, gamified playshop, exploring the beauty, awe, marvels, and dangers of the 7 different levels of successful gamification.
View the World Explorer Synopsis at this link: http://www.slideshare.net/monicacornettientreprenow/united-airlines-gamification-playshop-world-explorer-synopsis
About The Presenter: A gamification keynote speaker and curriculum designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment.
Contact Monica for information about hiring her to work with your group and learn how to apply gamification strategies that produce measurable, value-added ROI to your employee or client engagement strategies. monica@monicacornetti.com
Connect with Monica (@monicacornetti) www.monicacornetti.com
Millennial Madness... Ready or not, hear they come!Monica Cornetti
If you’ve had an encounter with a millennial in the workplace that has left you speechless or frustrated – this program is for you!
There’s a madness in the workplace – 4 generations – unchartered territory – emotions get intense.
Research indicates that people communicate based on their generational backgrounds. Each generation has distinct attitudes, behaviors, expectations, habits and motivational buttons.
Those who thrive during the coming change - as a huge population of Millennials moves in and millions of Boomers move out - will be the ones who keep learning, stay flexible, and maintain a sense of humor.
The 34th Annual American Association of Small Business Development Centers (asbdc-us.org) was held recently in Dallas, TX. The SBDC Network helps Americans start, run and grow their own businesses. The last session of the conference featured Monica speaking on Millennial Madness – and the audience LOVED it!
About The Presenter: A gamification keynote speaker and curriculum designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment. Connect with Monica (@monicacornetti) www.monicacornetti.com
Millennial Madness Infographic: http://bit.ly/MillennialMadnessCheatSheet
The Ultimate Cheat Sheet in Managing MillenialsMonica Cornetti
Understanding differences between the generations is fundamental in building successful multigenerational workplace. For each generation there are particular experiences that mold specific preferences, expectations, beliefs and work style.
What Were You Thinking? Breakout Session Shell WAVE 2014Monica Cornetti
Just when you think you’ve seen it all, someone comes along and reminds you that you haven’t. After seeing people do things that undermine their ability to achieve their goals, most of us ask ourselves, “What were you thinking?” Monica reveals why you think the way you do, and how to think differently to create the changes you both want and need in your life.
I
Monica Cornetti
Recognized Player in Thinking Differently
nternational Speaker and Best Selling Author
www.monicacornetti.com
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
For a FREE version of the full recorded presentation go to: www.monicacornetti.com/gamification
Are you wondering… What is Gamification?
Simply defined, gamification uses game mechanics and rewards for non-game applications in order to increase engagement and loyalty. Gamification is an important and powerful new strategy for influencing and motivating people.
Learn how and why Gamification works, in what context it is most effective, and what the limits are to this approach of employee and client engagement.
What's Wrong With Corporate Training Survey ResultsMonica Cornetti
Get more info at: http://bit.ly/WWWCT2012
Focus Group Survey Results from professionals who are responsible for the planning, development or delivery of training in their organization, or who participate in formal training programs in their organization.
Hosted by Monica Cornetti, a Leading Authority on Entrepreneurial Thinking and Leadership, “What’s Wrong with Corporate Training?” explores dozens of proven strategies, and new methodologies you can use immediately to move any training from average to AWESOME.
"𝑩𝑬𝑮𝑼𝑵 𝑾𝑰𝑻𝑯 𝑻𝑱 𝑰𝑺 𝑯𝑨𝑳𝑭 𝑫𝑶𝑵𝑬"
𝐓𝐉 𝐂𝐨𝐦𝐬 (𝐓𝐉 𝐂𝐨𝐦𝐦𝐮𝐧𝐢𝐜𝐚𝐭𝐢𝐨𝐧𝐬) is a professional event agency that includes experts in the event-organizing market in Vietnam, Korea, and ASEAN countries. We provide unlimited types of events from Music concerts, Fan meetings, and Culture festivals to Corporate events, Internal company events, Golf tournaments, MICE events, and Exhibitions.
𝐓𝐉 𝐂𝐨𝐦𝐬 provides unlimited package services including such as Event organizing, Event planning, Event production, Manpower, PR marketing, Design 2D/3D, VIP protocols, Interpreter agency, etc.
Sports events - Golf competitions/billiards competitions/company sports events: dynamic and challenging
⭐ 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐝 𝐩𝐫𝐨𝐣𝐞𝐜𝐭𝐬:
➢ 2024 BAEKHYUN [Lonsdaleite] IN HO CHI MINH
➢ SUPER JUNIOR-L.S.S. THE SHOW : Th3ee Guys in HO CHI MINH
➢FreenBecky 1st Fan Meeting in Vietnam
➢CHILDREN ART EXHIBITION 2024: BEYOND BARRIERS
➢ WOW K-Music Festival 2023
➢ Winner [CROSS] Tour in HCM
➢ Super Show 9 in HCM with Super Junior
➢ HCMC - Gyeongsangbuk-do Culture and Tourism Festival
➢ Korean Vietnam Partnership - Fair with LG
➢ Korean President visits Samsung Electronics R&D Center
➢ Vietnam Food Expo with Lotte Wellfood
"𝐄𝐯𝐞𝐫𝐲 𝐞𝐯𝐞𝐧𝐭 𝐢𝐬 𝐚 𝐬𝐭𝐨𝐫𝐲, 𝐚 𝐬𝐩𝐞𝐜𝐢𝐚𝐥 𝐣𝐨𝐮𝐫𝐧𝐞𝐲. 𝐖𝐞 𝐚𝐥𝐰𝐚𝐲𝐬 𝐛𝐞𝐥𝐢𝐞𝐯𝐞 𝐭𝐡𝐚𝐭 𝐬𝐡𝐨𝐫𝐭𝐥𝐲 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐛𝐞 𝐚 𝐩𝐚𝐫𝐭 𝐨𝐟 𝐨𝐮𝐫 𝐬𝐭𝐨𝐫𝐢𝐞𝐬."
Enterprise Excellence is Inclusive Excellence.pdfKaiNexus
Enterprise excellence and inclusive excellence are closely linked, and real-world challenges have shown that both are essential to the success of any organization. To achieve enterprise excellence, organizations must focus on improving their operations and processes while creating an inclusive environment that engages everyone. In this interactive session, the facilitator will highlight commonly established business practices and how they limit our ability to engage everyone every day. More importantly, though, participants will likely gain increased awareness of what we can do differently to maximize enterprise excellence through deliberate inclusion.
What is Enterprise Excellence?
Enterprise Excellence is a holistic approach that's aimed at achieving world-class performance across all aspects of the organization.
What might I learn?
A way to engage all in creating Inclusive Excellence. Lessons from the US military and their parallels to the story of Harry Potter. How belt systems and CI teams can destroy inclusive practices. How leadership language invites people to the party. There are three things leaders can do to engage everyone every day: maximizing psychological safety to create environments where folks learn, contribute, and challenge the status quo.
Who might benefit? Anyone and everyone leading folks from the shop floor to top floor.
Dr. William Harvey is a seasoned Operations Leader with extensive experience in chemical processing, manufacturing, and operations management. At Michelman, he currently oversees multiple sites, leading teams in strategic planning and coaching/practicing continuous improvement. William is set to start his eighth year of teaching at the University of Cincinnati where he teaches marketing, finance, and management. William holds various certifications in change management, quality, leadership, operational excellence, team building, and DiSC, among others.
Discover the innovative and creative projects that highlight my journey throu...dylandmeas
Discover the innovative and creative projects that highlight my journey through Full Sail University. Below, you’ll find a collection of my work showcasing my skills and expertise in digital marketing, event planning, and media production.
Improving profitability for small businessBen Wann
In this comprehensive presentation, we will explore strategies and practical tips for enhancing profitability in small businesses. Tailored to meet the unique challenges faced by small enterprises, this session covers various aspects that directly impact the bottom line. Attendees will learn how to optimize operational efficiency, manage expenses, and increase revenue through innovative marketing and customer engagement techniques.
Business Valuation Principles for EntrepreneursBen Wann
This insightful presentation is designed to equip entrepreneurs with the essential knowledge and tools needed to accurately value their businesses. Understanding business valuation is crucial for making informed decisions, whether you're seeking investment, planning to sell, or simply want to gauge your company's worth.
Cracking the Workplace Discipline Code Main.pptxWorkforce Group
Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
Forward-thinking leaders and business managers understand the impact that discipline has on organisational success. A disciplined workforce operates with clarity, focus, and a shared understanding of expectations, ultimately driving better results, optimising productivity, and facilitating seamless collaboration.
Although discipline is not a one-size-fits-all approach, it can help create a work environment that encourages personal growth and accountability rather than solely relying on punitive measures.
In this deck, you will learn the significance of workplace discipline for organisational success. You’ll also learn
• Four (4) workplace discipline methods you should consider
• The best and most practical approach to implementing workplace discipline.
• Three (3) key tips to maintain a disciplined workplace.
RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
What are the main advantages of using HR recruiter services.pdfHumanResourceDimensi1
HR recruiter services offer top talents to companies according to their specific needs. They handle all recruitment tasks from job posting to onboarding and help companies concentrate on their business growth. With their expertise and years of experience, they streamline the hiring process and save time and resources for the company.
Attending a job Interview for B1 and B2 Englsih learnersErika906060
It is a sample of an interview for a business english class for pre-intermediate and intermediate english students with emphasis on the speking ability.
Premium MEAN Stack Development Solutions for Modern BusinessesSynapseIndia
Stay ahead of the curve with our premium MEAN Stack Development Solutions. Our expert developers utilize MongoDB, Express.js, AngularJS, and Node.js to create modern and responsive web applications. Trust us for cutting-edge solutions that drive your business growth and success.
Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
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Personal Brand Statement:
As an Army veteran dedicated to lifelong learning, I bring a disciplined, strategic mindset to my pursuits. I am constantly expanding my knowledge to innovate and lead effectively. My journey is driven by a commitment to excellence, and to make a meaningful impact in the world.
Falcon stands out as a top-tier P2P Invoice Discounting platform in India, bridging esteemed blue-chip companies and eager investors. Our goal is to transform the investment landscape in India by establishing a comprehensive destination for borrowers and investors with diverse profiles and needs, all while minimizing risk. What sets Falcon apart is the elimination of intermediaries such as commercial banks and depository institutions, allowing investors to enjoy higher yields.
3. What is your level of knowledge and
experience with Gamification?
1. A Gamification Master
2. Done some PBL gamification
3. Taken previous courses in design
4. Read white papers/blogs
5. Heard the term
7. #1 Gamification Guru, International
Speaker, and Acclaimed Author.
Founder and CEO of Austin-based
Sententia Gamification.
Monica Cornetti
www.monicacornetti.com
@monicacornetti
HELLO!
9. 360 Training
Abbott Laboratories
Abudawood
Accenture
ADP
American Cancer Society
AmeriHealth Caritas
Association for Talent
Development
Audible.com
Amazon
Apple
AT&T
Augusta University
BCBS Florida
Bloomington Public Schools
BNSF Logistics
Boehringer-Ingelheim
Brown University
Brother International
Caliber Home Loans
Carolinas Health Care
Caterpillar
Citizens Bank
Colorado Springs Utilities
Country Financial
Customs and Border Protection
Dell
Direct Checks Unlimited
Duke University
eLearning Guild
First Republic Bank
Flik Lifestyles
FM Global
Get Fueled
Goodwill Industries
Greyhound
Growmark
Harvard University
Harley-Davidson Financial
Harte Hanks
Heartland Bank
Help Desk Institute
ICMI
Illinois Central College
Illinois State University
JB Hunt
Jobbing America
Legal Learning Network
Liberty Mutual Insurance
Mary Kay
MD Anderson
Metro Technology Centers
North Highland Consulting
Northwest University (RSA)
Oklahoma Department of
Mental Health and Substance
Abuse Services
Oncor
Pacific Islands SBDC
Peace Health
Pepsico
PWC
PYXERA Global
Queen Rania Foundation
Round Rock ISD
Samsung
SegaTeam
Serious Play
State Farm
State of Arizona
Stetson University
The CARA Group
The Help Desk Institute
The Hill at White Marsh
Texas A&M University
Texas State University
Training Magazine
TXDOT
United Airlines
University of Arkansas
University of Phoenix
University ofTexas
Wells Fargo
Wal-Mart
Wilmington University
Your Company Name Here
10.
11. A CHALLENGE
How would your
adult and corporate
learning change if
your training was
optional?
If students did NOT
have to take your
course?
21. A L O G I S T I C S D I L E M M A
A farmer lives on a small plot of land
next to a river. One day, he travels
across the river in a small boat and
purchases a fox, a chicken, and a bag of
corn from a feed and supply store.
When the farmer returns to his boat
to cross the river again and go home,
he realizes he has a dilemma.
The farmer can only take one item in
his small boat at a time, otherwise he
risks capsizing. He cannot leave the fox
alone with the chicken, because the fox
will eat the chicken. He cannot leave
the chicken alone with the corn,
because the chicken with eat the corn.
How does the farmer successfully get
all three items across the river?
22. The Perfectionist:
This badge will be awarded to learners who pass a specific week’s quizzes and exams.
There will be a badge for each week.To unlock the last badges - the Golden Star - the
learner must pass all exams throughout the 5 weeks.
Achievements (Badges)
Ehab Abu Dayeh
Senior Course Manager, Edraak.org
Queen Rania Foundation for Education & Development
24. The progress bar will be used to motivate the learners to complete the entire MOOC,
since our brains hate it when things remain incomplete.
Progression (Progress Bar)
Ehab Abu Dayeh
Senior Course Manager, Edraak.org
Queen Rania Foundation for Education & Development
26. Brandon Tanguay
Content Developer at Vistana Signature Experiences
Brandon.Tanguay@vistana.com
Link to Brandon’s template: https://community.articulate.com/discussions/articulate-
storyline/thanksgiving-turkey-themed-game-test
Compliance
27. How it works: Terry the Turkey
starts out with no feathers.
From the map of
Thanksgiving Woods, click on
a feather to receive a
question.
If the question is answered
correctly, you earn a feather.
The goal is to get as many
feathers as possible.
A passing score = 22/25. If
you pass, you get a happy
turkey.
If you fail, your turkey
explodes!
The Rules
28. Meaningful Choices – Choices refer to the options a learner must
select from as they respond to a decision point. To promote a
quality cognitive experience, one that promises your learner that
they will have a role to play in how the learning or story unfolds, you
should develop meaningful choices.
Choices
29. Collecting Goods or Rewards: Creates a sense of satisfaction, privilege, and
status. Terry the Turkey starts out with no feathers. From the map of Thanksgiving
Woods, the learner click on a feather to receive a question. If answered correctly,
they earn a feather. Goal is to get as many feathers as possible.
Collecting
30. Terry the Turkey is an example of an HR Compliance training
with a goal of 100% participation in an annual review of
regulatory policies. A simple narrative that engaged the
learners, made the learning fun, and achieved their
compliance goals.
Imagine the typical learning complaining about not having
enough time to take the course, yet choosing to take it
twice, to engage in the fun of the story and it’s character.
Designed by Sententia Certified Gamification
Apprentice Brandon Tanguay of Vistana.
A Win!
32. GOALS, BUSINESS OBJECTIVE AND LEARNING OBJECTIVES
callescalationsfor the reasonof not knowinghow
to process apayment type (astracked in our call
tracking system)
customer satisfaction ratings (measuredbypositive
response rates)
dollars spenton callescalationsrelated to not
recognizingor knowinghow to processpayment types
outside the home marketplace
customers 2 percentage point increase
CSAs 40% decrease 3 months post training
3 months post training
CSAs 2% percentage point decrease 3 months post training
Thistraining isbeingdeveloped for customer serviceassociates(CSAs)around the globewho servicecustomersin marketplacesoutside their home
country. Currently, CSAsescalatecallsbecausethey do not recognizethe customer’s payment type at arate of XX% andbecausethey do not
understandhow to processapayment type at arate of XX%. Escalatedcallsarelessexpedient for our customersandmore costly to our business. The
goalof this training isto decreasethesecallescalationsto improve our customers’ experience anddecreasecustomer serviceexpensesrelated to
providing support to customersoutside of the CSAshome marketplace.
WHAT? WHO? HOW MUCH/MANY? BYWHEN?
callescalations for the reason of not recognizing a CSAs 10% decrease 3 months post training
payment type (astracked in our calltrackingsystem)
Business Objective:Customercallescalationsduetoacustomerservice associatenotrecognizingapayment type(e.g.doesn’tknowwhatacreditcardis),as
trackedinourcalltracking system,willbe10% loweroverthe3 months followingtraining completion.
Business Objective:Customercallescalationsduetoacustomerservice associatenotknowinghowtoprocessapayment type(e.g.knowswhatacreditcardis, but
doesn’tknowhowtoprocesspayment),astrackedinourcall trackingsystem,willbe40% loweroverthe3 monthsfollowingtraining completion.
Business Objective:Customersatisfactionratings(measured bypositiveresponse rates) willincrease by2 percentagepointsinthethreemonthsfollowingtraining.
Business Objective:Dollars spent oncallescalationsrelatedtoaCSA notrecognizingorknowinghowtoprocessapayment typeoutsidetheirhome
marketplacewillhavedecreased by2 percentagepoints3 months post training.
33. PERSONA: DEYVN
Psychographics:
Motivated byacceptance,physicalactivity, power, status
andsocialcontact.
Biggest on the job challenge:
Feelsthe needto be accepted byeveryone, so he
avoidsconflict or confrontation.
Valuesmost about his role:
Enjoystalkingwith people andsolving theirproblems.
Demographics:
22 yearold singlewhite malewho livesat home with hisparents
Highschool education
Firstjob after highschool
Bilingual in EnglishandSpanish
Experience in his position/work history:
New to the company,though anavidconsumerof avariety of the companies
products, especiallydigital products and services.
Works ascustomer serviceassociate,at acallcenter in Eastern Washington.
He loves his job and hashis sights set on progressing up the company hierarchy.
He isan“all-star” who learns quicklyandperformsat ahighlevel.Verytechnologically
awareandinclined.
Workday environment and flow:
Spendsthe dayanswering customer servicecalls.
Workplace ischaotic andnoisy.He issurrounded byother CSAstakingphone calls,
consultingwith one another, andsocializing.
Workplace technology use:
UsesaPCwith accessto the Web andinternal tools like SharePoint.
Verytechnologicallysavvyandawareof newtechnologies.
Where training will take place:
Thistraining will beeLearning that will takeplaceat Devyn’sworkstation, asmallcubicle
divided by4 foot walls.
Gamesplayed andamount of time spent:
Devynisadailygamerwho especiallylikesrole-play gamesandbuildshisown games
using Lumberyard.
34. Motivation Devyn Miguel Mary Srijita Associated Mechanics
Power high high Achievements,Action Points(to spend),Ambassadors,Apply a
Procedure/Equipment(skill demonstration that canfail), attempts
(# of chances),Auction/Bidding,Avoidance (punishfor error),
Badges,Boosters,BossBattle, Breaks,Challenge(event within a
game),Combos (sequencewith time limit that givesextra
benefit), Countdown,Deadline, Enemies(threat), Experience
Points(used to unlock), Heads-up-displays,Leaderboards,Levels,
Limit(max
number of pts canachieve), Mentorship, PieceElimination,
Magnetic Caps(limited number of chancesto complete atask),
player v player,Quests,Races,Rating (reputation within
peers),Variable Ratio Rewards, Risk andReward,Rivals,Territory
Control,Time Events,TrophyShelves, Unlocking
Interdependence low high high Allies,Ambassadors,Care-Taking(players look after one
another), Chats,CommunalDiscovery, Executeaplan,Free
Lunch(because someoneelsedid work), Guilds, In-Game
Gifting, Mentorship, Question the Individual, Rivals,Role-
Playing,Voting
Curiosity high high Apply aProcedure,Apply Equipment,Backtracking(return to part
of gameif not pass),BranchingChoices, Combos (sequencewith
time limit that givessignificant advantage),Cuesor Questions,
Didactic Reference,Discovery andExploration, EasterEggs,
EmbeddedInformation (get info asexplore), Objectives List
(explicit info about objectives andprogress),Magnetic Caps
(limited number of chances),PuzzleGuessing,Tile Laying,
Unlocking
Social Contact high high Ambassadors, Avatar, Chats, Communal Discovery, End of Level
Experience Summary, Free Lunch (get a benefit from work
someone else has done; luck into it), Guilds, Mentorship, Player v
Player Challenge, Question an Individual, Role-playing, Rolling
Goods (won by anyone as long as they meet criteria),Trading
Systems,Turns
MOTIVATION INVENTORY OF
PERSONAS WITH MECHANICS *mechanic usedwithin the training indicated in orange
35. Jefftravels to Mars to seeif he
canopen a warehouse and
shipping facility there.
NEXT
39. Here’s how you canhelpJeff.
Spinthedial.
Solvethe customer service scenario.
Earntools to help Jeffrebuild his spaceship.
Rebuildthe spaceshipbefore Jeffruns out ofsupplies.
Earnbadgesandphonetool icons to show how well you’vedone!
NEXT
40. AMAZING JOB!
YOU HELPED JEFF GET HIS SPACESHIP READY TO LAUNCH IN ONLY18 DAYS.
Project Calendar
Toolbox
daysof food andwatersupplies
18
I brought
Jeff home!
Congratulations!
You’ve earned your
LMSbadge and
phonetool icon!
Endif Win
41. Mechanic Application inTraining
Avoidance lose 2daysof work when escalateanissue
Backtracking if escalateanissuecangobackandanswerit for samecredit ascould initially (though received a2daypenalty)
Badges
completion badgewith number of daysto complete questthat canbedisplayedpublicly in the
LMS; completion phone icon that canbedisplayedpublicly with employee profile
Bonuses additional bonuson one questionif answercorrectly first or secondtime (no bonusif not correct)
Didactic References
references included under “learn more and come back to solve this scenario” (rewarded with 2 days of
food and water) and under “review additional materials” when the answer is incorrect after 2 attempts
(rewarded with one dayof food and water)
Challenge two timed challenges to gainadditional daysof completed work
Easter Egg Martians help for areasonthat the user doesn’t control
HUD calendar andtrophy caseupdatedafter eachgainorlossof days/tools
Leaderboard
LMShasleaderboard for showing ......%of people in eachwork unit who sent Jeffhome within 15days,16-
20 days,21-25 days,26-30 days,more than 30 days
Magnetic Caps only two chancesto geteachscenario correct, one chancewith eachof the challenges
PerformanceSummaryatEnd
calendar andtrophy caseat endindicate summaryof progressandstory consequencesof masteringor
not masteringthe quest
Quests getJeffbackto earth before heruns out of supplies
Timed Events timed challenges
Trophy Shelves display of tools earnedshown after the gainor lossof days/tools andat the end of the training in summary.
NOTES:
1. Mechanicsrelated to Statuswere the primary focus of motivators in this training, because3 of the 4 personasscored highon thismotivation.
2. Mechanicsrelated to Power andCuriosity motivators were alsoincorporated because2 of the 4 personasscoredhighin these areas.
3. Interdependence and Social Contact were also high for 2 of the 4 personas. Since eLearning was the mandated format for this training, there
are limited options for including these mechanics. Hopefully the use of a Leaderboard by work unit will provide some level of motivation for
those who are motivated by interdependence.
MECHANICS IMPLEMENTED INTRAINING
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